War of Princes  originally written by G. R. Larsen; adapted for the AWI by Gary Williams; translated to html format by Mitch Berdinka.

Organizations...Infantry, 12 figures; Cavalry, 6 figures; Artillery, 1 gun, 4 figures.

Movement
Unit Type col/limbered Line Skirm Charge Route Prolong Art'y
Infantry, Artillery 8" 6" 8" +2" 10" 2" and fire
Light Cavalry 12" 9" 12" +3" 15" na

Infantry may move half and fire. Rifles Take a full turn to reload. Foot Artillery get one action per turn, horse artillery two. (e.g. It takes a full move for artillery to limber or unlimber, horse artillery, may move half and fire. Galloper guns are considered Horse Artillery.

Terrain effects on movement
Hills - minus 1" per contour
Hedges, low walls, streams, woods - half move, disorders all but light infantry and irregulars
Roads negate all penalties
Facing changes over 45 degrees takes a full move; up to 45 degrees is half a move.

Change of Formation
Morale Class MC - CD MC - Ln MC - SkLn CD - Ln Ln - SkLn
A/B 1/2 move F full move F NA 1/2 move F no penalty F
C 1/2 move full move NA 1/2 move 1/2 move F
D full move NA full move full move 1/2 move

March Column (MC) is one stand behind the other. Column of Divisions (CD) is all stands touching in two ranks. Skirmish Line (SkLn) is one stand width between stands in one rank. Line (Ln) is all stands touching in one rank. F = may fire

Firing
Range Musket Rifles col line disp prot Artillery Ball
long 6"-9" 12"-18" 1-3 1-2 1 - 24"-36" 1
medium 3"-6" 6"-12" 1-4 1-3 1-2 1 12"-24" 1-2
short 0"-3" 0" -6" 1-5 1-4 1-3 1-2 0"-12" 1-3

Musketry modifiers: 1 die/3 figures or leftover 2:  A or B + 1; D -1; shooter disordered -1. No more than one rank may fire. Artillery modifiers: 1 die/gun for ball; 1 die/figure for canister up to 12" see short range for hit

Hand to Hand
TypefactorsmodifiersD Class-1
infantry vs infantry3A/B Class+1Skrm vs formed troops-2
infantry vs cavalry2Charging halted enemy+1Cavalry vs square-2
cavalry vs cavalry3Inf in Square+1Fighting over obstacle-2
cavalry vs infantry4Enemy disordered+2Without bayonets-2

Total factors plus modifiers to get number on die for kill, e.g., if the total factor is a 3 a 1, 2, or 3 will kil. 1 die /3 figures, or leftover 2 figures.
Morale
ClassTroop TypesBaseTotalResultWhen to Test
Aelite/guard66 & uppassinitiating a charge
Bvet/gren/reg lt55halt, no firingto stand to a charge
Ctrained44halt disordered, retire if haltedafter shooting casualties
Draw/militia33reitire disordered, route if halted or retiringafter melee
1 or 2rout disorderedto rally routers
militia/cav fired on by artillery

Melee Modifiers
unit behind works/in cover+1unit at 75%-1unit disordered-1
general with unit+1unit at 50%-3militia/cav fired on by art'y-1
square vs cavalry+2unit at 33%-6without bayonets/skrm vs formed-2

To the morale base, add or subtract the modifiers, and add the roll of 1 six sided die. See results.